Education

Education

Education

Education

Education

Immersive reality enhanced simulation in health higher education: MESH360

Immersive reality enhanced simulation in health higher education: MESH360

This presentation explores the third prototype design iteration of an immersive reality (XR) enhanced simulation project in critical healthcare higher education.

Built upon three project iterations 2017-2019, the design-based research (DBR) project illustrates that XR can be employed within the learning environment to introduce critical elements of patient and practitioner risk and stress through simulated environmental and socio-cultural influences without putting either students, educators, practitioners or patients at real risk, but create a safe learning environment that more authentically simulates these risk elements, enhancing traditional mannequin based simulation experiences.

The MESH360 project is comprised of a collaborative transdisciplinary team of educational researchers, designers, practitioners, and working professionals. Using DBR, the 2019 project explored the impact of mobile XR enhanced simulation for training novice and professional paramedics through the triangulation of participant subjective feedback, observation, and participant biometric data.

The identified XR design principles provide a framework for transferable learning designs in other high risk practice-based learning environments.

Teacher Professional Development on AR-Enhanced Learning: Insights and Lessons Learned from the European Projects EL-STEM and Living Book

Teacher Professional Development on AR-Enhanced Learning: Insights and Lessons Learned from the European Projects EL-STEM and Living Book

The presentation will provide an overview of the main insights gained from the design, pilot testing, and implementation of two innovative professional development programs developed within the European projects Living Book—Augmenting Reading for Life (September 2016–August 2019), and EL-STEM: Enlivened Laboratories within STEM Education (September 2017-June 2020). Living Book exploited the affordances of augmented reality (AR) to address the underachievement of European youth in reading skills. The Living Book “Training Course for Augmented Teachers”, empowers European educators from upper primary and lower secondary schools (ages 9–15) to ‘augment’ students’ reading experiences through combining offline activities promoting reading literacy with online experiences of books’ ‘virtual augmentation’ and with social dynamics. EL-STEM aimed at fostering an innovation “ecosystem” in European secondary schools (ages 12-18) that can facilitate more effective and efficient user-centric design and use of AR resources for personalised STEM learning and teaching. The EL-STEM professional development program familiarizes teachers with the potential of AR technology for enhancing instructional practices and students’ motivation and learning processes in secondary STEM education. Teachers are acquainted with ways in which they could employ AR (but also VR/MR) to promote students’ engagement in STEM education and to strengthen their 21st century skills.

Virtual reality in education: what can we learn?

Virtual reality in education: what can we learn?

Virtual reality has been a hot topic lately. Most people know it from entertainment, healthcare or industry, but thanks to huge investments, VR devices have become affordable for education too. Virtual reality provides some unique learning affordances, but should be fostered in an appropriate way. What is the state of the art of VR in higher and secondary education, what are the topics, is VR an effective learning tool, how should it be designed and how should we implement it in the classroom itself? These are the questions which will be addressed. Although this session will be mainly focussing on education, most insights also apply to corporate training. In short: virtual reality for learning: lesson (to be) learned.

Immersive educational revolution: Mozilla Hubs unleashes immersive WebVR education

Immersive educational revolution: Mozilla Hubs unleashes immersive WebVR education

The post-covid era has propelled distance education but it is limited to two-dimensional and too passive communication. New immersive technologies open the doors to an active education in which the student and the teacher interact with three-dimensional environments and materials. These technologies allow a more natural learning based on experience, motivating students to internalize complex concepts by visualizing them in three dimensions.
The first real experiences we have made show us great satisfaction on the part of the students and illuminate a future for a new form of more immersive and participatory education that will change the world.

Ripples and Fissures: Emerging Technology and its TILT (Teaching Innovation Learning and Training)

Ripples and Fissures: Emerging Technology and its TILT (Teaching Innovation Learning and Training)

Ripples and Fissures: Emerging Technology and its TILT (Teaching Innovation Learning and Training)

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